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I thought you mean it in a way like " its a good mod please port it to wh3, BUT please change x and add y".
Thanks in advance and have heeart for the job.
Since my characters are not spawned but added to the lord pool all should be fine with the vows - atleast all were fine in the past (long time ago, as I uploaded the mod).
Due to patches and game updates there might be changed some things that causes this issue.
Since I'm a bit busy at the moment and Warhammer 3's launch at the door I might not fix this issue for this mod in wh2 (not sure if i will port it over to wh3, but if I will try to fix this).
I'm sorry for that.
Which upkeep costs did you mean: the upkeep of the lords themself or the upkeep of the recruited units leaded by my lords?
For the fist case it is as it is. For the second case it should be reduced by the amount that is granted by the vow effects.
This kind of testers and creative-ideas-supporters are missing in this project and time is also an aspect.
Please canb you wright your ideas/suggetions to the discussion linked above the comment section.
The peasant economy break is intended for a knights and soldier gameplay.
The units themselves are nicely done but maybe a little bit to strong for T1 units in the most cases. Same as the building buffs for T1 buildings (5 armor for all units per T1 settlement for example). T2 or 3 would fit better imo. This also wouldn't destroy the peasant game play as it does now. (sorry for bringing it up here, but since the two mods are related and we are at it now... Well^^)
And there is no problem for the lord being the same but I think that they have unused potential since the knight orders had different focuses. Heavy armored teutonic knights could be buffed further by there lord. Healing auro for Johanniter,... Some were more fanatic (frenzy or rampage?)... You get what I mean. Just a little personal skill line und trait for each lord would do the job. ;)
"seem the same" well yes an equal lord for every order, where is the problem ;)
Look forward to trying this out.
Also thx for your time and helping me. :)
Please with Keadrin's MM not work contact me.
Game launches fine and campaign loads fine, it just does not detect your mod.
Guess I have to try out Kaedrins mod manager.
Seriously, for me it works I'm playing with Kaedrin's Mod Manager and all is fine.
But the newer one is working fine.
Please report any bugs or problems.
Thank you all for your patince.
Because when I remove these tables and revert these tweaks to vanilla values all is fine except the recruitment itself because CA changed the way lords are shown in the pool.
Please be patient I'll try to fix this asap but I have to work out how they spawn now.
Added custom items and edited the campaign mount too. All should now work fine with the mounts.
For compatibility I recommend that you start a nes campaign.
I get my current version to work all lords appear in the lord pool and so on.
Because this version was my "testing new stuff" version there might be several bugs and issues.
Please if you experience bugs and other things like that report them but have in mind that I had to rush this version up because of the last game patch.
Because of changes that were made by CA this mod is currently not working as mentioned.
Please be patient it is not my bad.
I will try to find a solution but at the moment I cant say if I find one...
I found a solution for the mod problem. To be honest it is nor perfect but it works with all my mods and the newest game version.
Please read the mod description carefully to make sure how to opt in the new launcher.
Please give feedback if it works now.
Please give feedback if it works now.